User prompt
Avoid start from right when the loading movement is head to left
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Repair this right direction moving from logic and head In the direction you were heading before the throw
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Repair this left direction bug
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Repair the first point
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Fix it
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no change the load way to right If player clicks
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Maintain x position of the last block' Line Number: 80
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Maintain x position of the last block' Line Number: 82
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Maintain x position of the last block' Line Number: 82
User prompt
Loading direction is countinous between left and right side edges. Do not change the load to left when load a new a towerblock
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = Math.max(towerBlocks[towerBlocks.length - 1].x, currentBlock.x); // Maintain x position of the last block or current block, whichever is greater' Line Number: 80
User prompt
Loading direction is countinous between left and right side edges. Do not change the load to left when drop a towerblock
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Maintain x position of the last block' Line Number: 80
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Avoid jump to the left when dropping the tower block
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Set the x position of the new block to the x position of the last block in the towerBlocks array' Line Number: 80
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Avoid jump left loading to the center after dropping the tower block
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Avoid change the direction of loading to right after dropping the tower block
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Do it
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Then do it
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How could you Avoid switch the direction of loading to right after dropping the tower block
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Avoid jump back loading to the right direction after dropping the tower block
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Stop the block from swaying after it has been dropped
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Do not switch the direction to right after drop a block
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Why the loading move always the direction right when it loaded a block? You should ensure the load direction is countinous without break at right.
User prompt
Avoid jump back loading to the center after dropping the tower block
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Class for TowerBlock
var TowerBlock = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('towerBlock', {
anchorX: 0.5,
anchorY: 0.5
});
self.swayDirection = 1;
self.swaySpeed = 1;
self.update = function () {
self.x += self.swaySpeed * self.swayDirection;
if (self.x > 2048 - blockGraphics.width / 2 || self.x < blockGraphics.width / 2) {
self.swayDirection *= -1;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background
});
/****
* Game Code
****/
var sky = game.addChild(LK.getAsset('sky', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
var grass = game.addChild(LK.getAsset('grass', {
anchorX: 0,
anchorY: 1,
x: 0,
y: 2732
}));
// Initialize variables
var towerBlocks = [];
var baseY = 2500; // Base row position
var currentBlock = null;
var counter = 20; // Initialize counter
var counterTxt = new Text2('Remaining Building Blocks: ' + counter.toString(), {
size: 37.5,
fill: 0xFFFFFF
}); // Create counter text
counterTxt.anchor.set(0, 0); // Set anchor to top left
LK.gui.topLeft.addChild(counterTxt); // Add counter text to top left corner of the map
// Function to drop the current block
function dropBlock() {
if (currentBlock) {
currentBlock.swaySpeed = 0; // Stop swaying
towerBlocks.push(currentBlock);
currentBlock = null;
}
}
// Create a new block at the top of the screen
function createNewBlock() {
// Create a new block at the top of the screen
function createNewBlock() {
currentBlock = new TowerBlock();
currentBlock.x = 2048 / 2;
currentBlock.y = 100;
game.addChild(currentBlock);
}
currentBlock = new TowerBlock();
currentBlock.x = 2048 / 2;
currentBlock.y = 100;
game.addChild(currentBlock);
}
// Handle screen tap to drop the block
game.down = function (x, y, obj) {
dropBlock();
if (counter > 0) {
// Check if counter is greater than zero
createNewBlock();
currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Set the x position of the new block to the x position of the last block in the towerBlocks array
counter--; // Decrease counter by one
counterTxt.setText('Remaining Building Blocks: ' + counter.toString()); // Update counter text
}
};
// Initialize the first block
createNewBlock();
// Update function for the game
game.update = function () {
if (currentBlock) {
currentBlock.update();
}
// Update positions of all blocks
for (var i = 0; i < towerBlocks.length; i++) {
towerBlocks[i].y += 5; // Move blocks down
// Check if the block has collided with the grass
if (towerBlocks[i].intersects(grass)) {
towerBlocks[i].y = grass.y - towerBlocks[i].height / 2; // Position the block on top of the grass
towerBlocks[i].swaySpeed = 0; // Stop the block from moving
}
// Check if the block has collided with another block
for (var j = 0; j < towerBlocks.length; j++) {
if (i != j && towerBlocks[i].intersects(towerBlocks[j])) {
towerBlocks[i].y = towerBlocks[j].y - towerBlocks[i].height; // Position the block on top of the other block
towerBlocks[i].swaySpeed = 0; // Stop the block from moving
// Initialize lastX for tracking changes on X
if (towerBlocks[i].lastX === undefined) {
towerBlocks[i].lastX = towerBlocks[i].x;
}
// Check if at least 90% of the tower block fits on the underlying one
if (towerBlocks[j] && Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {
// If not, slide it off animatedly
towerBlocks[i].x += towerBlocks[i].x < towerBlocks[j].x ? -5 : 5;
// Check if the block has fallen off completely
if (towerBlocks[i].lastX <= 0 && towerBlocks[i].x > 0) {
// Create an explosion effect
var explosion = LK.effects.explosion(towerBlocks[i].x, towerBlocks[i].y);
game.addChild(explosion);
var explosion = LK.effects.explosion(towerBlocks[i].x, towerBlocks[i].y);
game.addChild(explosion);
towerBlocks[i].destroy(); // Remove the block from the game
towerBlocks.splice(i, 1); // Remove the block from the array
i--; // Adjust the index after removal
i--; // Adjust the index after removal
} else if (towerBlocks[i].y > 2732) {
// Check if the block has fallen off the map
towerBlocks[i].destroy(); // Remove the block from the game
towerBlocks.splice(i, 1); // Remove the block from the array
i--; // Adjust the index after removal
}
}
// Update last known states
towerBlocks[i].lastX = towerBlocks[i].x;
break; // Prevent block from bouncing by breaking the loop once a collision is detected
}
}
}
// Create a windstorm effect every 5 seconds
if (LK.ticks % 300 == 0) {
for (var i = 0; i < towerBlocks.length; i++) {
// If the block does not fit at least 90% of the way underneath, move it off the map
if (towerBlocks[j] && Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {
towerBlocks[i].x += towerBlocks[i].x < towerBlocks[j].x ? -5 : 5;
}
}
}
};